| app-art.org on Sun, 9 Sep 2001 02:23:49 +0200 (CEST) |
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| [Nettime-bold] app-art.org talks to the creator of n_Gen |
http://www.app-art.org/ 09/09/01
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Peter Spreenberg of Move Design, creator of
n_Gen - a sharp-eyed Photoshop parody that
critiques current trends in contemporary
design practice - talks to app-art.org about
the project that hopes to answer a lot of
questions.
http://www.n-generate.com/
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First off, n_Gen is clearly a satire on
contemporary design habits. Was this the sole
intention of the project, or did you have some
other agendas or aims in mind before you
started?
n_Gen represents a combination of
objectives. It was first exhibited through
ioResearch's 10th edition of The Remedi
Project, and for this we were parodying
contemporary design habits and what we see as
the emulation of celebrity design currently in
vogue. It was presented as a kind of in-joke
for designers who would recognize the work of
their heroes. It was also an attempt to
respond to an undercurrent in the design
world, every designer's wish for a 'magic
design machine' that could crank out finished
designs by simply pressing a button.
But in fact, the concepts underlying n_Gen
represent the culmination of research and
explorations we have been engaged in over many
years. In some of our past work, we have
developed systems that build graphics on the
fly, using software algorithms that yield
random and unpredictable visual results. Most
often, the resulting designs are quite raw and
ugly, but once in a while, you get images of
sublime and surprising beauty.
In part, this was driven by a desire to speed
up the design and production process, but we
also were interested in creating new and
unusual imagery. We have wondered if it is
possible to create algorithms and formulae for
designs that are not simply random assemblages
of imagery, but are more 'intelligent',
informed and behave according to a set of
rules. What we're really getting at is: Is
there a universal code for beauty?
By analyzing what we believe to be successful
designs, is it possible to determine formulae
for what is pleasing to the eye? What are the
rules and principles that talented designers
instinctively employ in their work and can
these rules be simulated by a computer
program?
As a design firm yourself, you must be aware
that you're subjecting yourselves and your
client work to criticism in the same way that
you are others. Is there a Move Design plug-in
available for n_Gen? If not, why?
The Design Modules that most closely reflect
our current aesthetic are perhaps Spacefarm
(although it's a bit too techy and over the
top for our taste), and Urbivore, which is
already becoming a bit passe. I guess we'd
like to think that we're beyond having a
recognizable style, that we're nebulous and
always evolving. But of course we probably
do. I think maybe we're too close to it to see
it. Perhaps it's up to someone else to do a
parody of us, the Move Design module.
n_Gen mimics the interface of Adobe
Photoshop. Is there a critical reason for this
to be so? Do you think your project would have
been as successful if it hadn't adopted that
familiar look and feel? What does this say
about "radical" interface design practices?
We designed it this way because we wanted the
interface to look familiar, generic and
vanilla so that the aesthetics of the content
and the concept behind the design machine
would stand out. We weren't trying to make a
statement with the interface, in fact we
wanted it to be understated and
invisible. What better way to make something
invisible than to make it familiar and
conventional.
As a design firm, we enjoy and appreciate
radical, outrageous and unconventional design
as much as anyone, but having designed quite a
few user interfaces, we feel that this is one
area that requires restraint. It may sound
boring, but we still believe in
usability. Innovative interface is great for
challenging convention and experimentation,
but if you're creating a tool or utility that
will be used by people for extended periods of
time, it only makes sense to do something that
won't annoy them.
There is something inherently amusing about
the capricious nature of the [ n_Generate ]
button, and how that contrasts with the
prescriptive view modes (Poster, Flyer, Web
Page, etc). Is this a subtle comment on the
sort of work you're asked to do
commercially? Do you think there's any
credibility in suggesting that there might be
a serious break from this sort of stale
corporate new media usage by deploying radical
systems (such as generative software) in their
place?
Branding is a fairly recent marketing concept
that has been applied to everything from
products and services to fashion, music and
films. Even the attitude and speaking voice of
your local Starbucks employee is something
that has been branded (or at least they're
trying to do this!)
And of course user interface is not immune
from this phenomenon. In many of the projects
we've worked on, there is a desire to brand
the 'user experience.' This is a pretty high
level concept that usually ends up getting
diluted to the point where one brands the user
experience by shaving just the right amount of
pixels off the edges of the user interface
buttons and applies the product logo to the
desktop icons.
It was only natural for us to try to apply
this branding approach, ad nauseam, to the
n_Gen interface. There was a sort of sick
satisfaction in overdoing it, we even invented
our own product-ized verb/action/interface
element that contained the product name. What
self-respecting product manager wouldn't aim
for this? I think in a way, we were acting as
we imagined our own most unrestrained client
might.
The issue of authorship seems to make people
groan these days, but how do you think writing
generative software will change peoples'
perceptions of creativity and authorship in a
digital environment? Have we already
experienced a transformation but not realised
it?
One of the things we enjoy about n_Gen is how
detached it makes you as a designer. You can't
claim total credit for a design that looks
great (all you did was press a button) but you
also can't be held responsible for a horrid
design either (all you did was press a
button!).
In creating n_Gen, we wanted to emphasize
using computers for design in a way that is
often overlooked - that is, using the
computer's inherent capability and
time-honored status as an automation
device. So many of us in the design world
spend so much of our time doing arduous and
repetitive tasks day in and day out, tasks
that could easily be automated if we only knew
how.
We see a lot of software out there that is
intended to streamline the production process,
but it's as if the design/conceptualizing
process is a sacred cow that mustn't be
touched, as if creativity and hard work go
hand in hand. Of course, we don't seriously
believe that a machine will ever replace the
subtle and unpredictable creative capabilities
of the human mind. But perhaps there is some
middle ground, a way of supplementing what the
designer does anyway and automating the
repetitive, routine parts of the process.
Part of the reason for creating n_Gen was for
fun but also as a tongue-in-cheek
admonishment, perhaps to take a bit of the
wind out of the sails of the star designers we
see revered on the web. A bit of ego bashing,
as if to say, "don't think you can't be
replaced." We're merely trying to show people,
designers in particular, that a style, no
matter how new or unconventional, is just a
style. Even 'no style' is a style. Graphic
design virtuosity is not that rare or special
and as much as we love beautiful design,
applying a pretty skin to something
structurally ordinary is not that interesting
to us anymore. I suppose we're just trying to
wake people up a bit and suggest that maybe
there's more to design than throwing nice
pictures on top of conventional information
structures.
We're interested in making design available to
everyone in the same way that desktop
publishing software leveled the playing field
for a lot of people. I know a lot of designers
will probably be angered and threatened by
this approach, but I'm old enough to remember
a time when doing computer graphics was beyond
the reach of anyone but a select few. And now,
just about anyone who can afford a PC and some
graphics software can call themselves a
graphic designer. I think this is okay,
because look at the richness, quantity and
diversity of design we've seen since the
introduction of the Mac.
Designers need to realize that they've had a
monopoly on digital visualization for some
time now, and that time is coming to an
end. In the same way that typographers, video
editors and specialists in other fields have
seen their rarified positions erode as
computers have become ever more sophisticated
and ever more affordable and available to the
general public, designers must now begin to
see that they too will either go the way of
the dinosaur, or they will adapt, as all the
typographers and video editors have. It will
be painful for some, but it's a natural,
evolutionary process.
Desktop publishing opened design up to a lot
of people with no training, but after playing
around and making a few really ugly
newsletters, the wisest individuals soon
realized that this was just another fancy tool
and that they could only go so far before they
needed someone with true talent and an
aesthetic sensibility to come in and do it
properly. We sincerely hope that n_Gen, or
some other tool like it, has the same
effect. Because what it really does is educate
people about the value of good design. It
shows us that really great design is more than
the tool you're using, and a talented designer
is more than someone who is proficient at
Photoshop or Flash.
What's the future of application software, in
general?
Application software is normally very
purposeful and, as it should be, optimized for
accomplishing a specific set of tasks. We'd
like to see applications become more
entertaining. This may seem like a
contradiction - when one is trying to
accomplish a task quickly and efficiently, the
last thing needed is to be distracted by some
annoyance masquerading as fun. But if the
entertainment was an inherent part of the
application, something that was inseparable
from the application's fundamental purpose, we
believe this could have a positive impact on
how people relate to computers and their
work. Some of us spend our entire day in front
of the computer, we may as well get some
enjoyment out of it.
We'd also like to see more automation in
design applications. It's more efficient to
write a few lines of code that generates
imagery and let the computer rip for a few
minutes than to meticulously create an image
or animation pixel by pixel, frame by
frame. Obviously, it may never be possible to
automate completely some styles of work, and
most designers don't, and won't, know how to
program, so the automation needs to be made
accessible. The key to this is in the user
interface, making it easy for people to
automate repetitive tasks as well as
operations that are currently not seen as
being automate-able (is that a word?)
And your future plans for n_Gen?
n_Gen is currently a demo created with
Macromedia Director. We are working on
developing n_Gen as a 'real' application in a
more robust language that will enable more
features and capabilities. Some of these Gen
as a 'real' application in a more robust
language fonts, and other assets. We also
intend to give users the ability to create
their own Design Modules. The tricky part of
this is not the technology but the underlying
knowledge base and the user interface. In
order to create a Design Module, there needs
to be an easy way for the user to be cognizant
of the difference between the assets and the
layout, their content vs. their design. Design
Modules are a bit like templates except that
they are design aware, 'page aware', flexible
and forgiving. A bit like an expert system, I
suppose, that knows which things are fixed,
unbreakable structures and which things are
flexible and open ended.
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http://www.app-art.org/ 09/09/01
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